10 votes

Let's remove Quaternions from every 3D engine

2 comments

  1. Anwyl
    Link
    Personally I find quaternions pretty nice to work with, and don't really see much point in switching to rotors. The main problem I have implementationwise is debugging. I can easily tell that my...

    Personally I find quaternions pretty nice to work with, and don't really see much point in switching to rotors. The main problem I have implementationwise is debugging. I can easily tell that my xyzw quaternion is rotating around xyz by w. With rotors you need to remember to negate 2 of the components (and in the code as-written also swap 01 and 12).

    I'm pretty used to seeing in debug output stuff like
    x: (0, 0, 1, 1)
    rotation: (0.24, 0.49, 0.74, 0.39)

    It seems like this would be changed to
    rotation(-0.74, 0.49, -0.24, 0.39)

    5 votes
  2. vorotato
    Link
    Rotors are quaternions with less googleability. I've not noticed any improvement in usability, and I have noticed that the ability to figure things out is diminished.

    Rotors are quaternions with less googleability. I've not noticed any improvement in usability, and I have noticed that the ability to figure things out is diminished.

    2 votes